So, i'm trying to figure out how to make maps. And to learn it i thought it would be useful to decompile some maps to see how everything works. How can i go about doing that? And if its not possible can someone give me .map files of some maps? :)
Here are my maps (not need to decompile, already .map), you can use them as example xD:
ask other mappers, Im sure they will give u their .maps
deleted horribly...
deleted horribly... rad hupos post...
deleted horribly... read hupos post...
my "horrible" examples (read hupos post)
i think now is not possible to decompile im not sure...
maybe u can use any gametype of q3map2, but I think its easier to teach q3map2 which sizes are there in rik, im pretty sure he can then decompile rikmaps
i think now is not possible to decompile im not sure...
maybe u can use any gametype of q3map2, but I think its easier to teach q3map2 which sizes are there in rik, im pretty sure he can then decompile rikmaps (like a own gametype, watch how enemy territory (et) or jedi academy (ja) is there implemented, do the same way for rik, thats what I mean)
RIK is very mapper-friendly when it comes to actual mapping errors, there's hardly anything you can fuck up in it. Just try around, google for darkradiant tutorials (it's most similar to rikradiant). Decompiling other authors' maps without permission is commonly thought as kinda rude, and also decompile may fuck up some brushes so it's not recommended to do so for learning purposes.
Example map could be made for demonstrating the proper use of RIK entities, but for any other use there's really no need as it's all covered by millions of tutorials available to anyone who bothers to search for them.
Also don't take example from rainbow's maps, they are mapped horribly.
alright master, if u make critic, like:
"Also don't take example from rainbow's maps, they are mapped horribly."
so pls say also whats bad that I can learn, just to say its horrible is not a solution
To point out few things from rainbow's maps for future purposes:
1. Don't overlap brushes. Even though it's not that big of an issue in RIK, overlapping generally causes horrible tris (=eventually poor fps in a big map) and causes textures to "blink" in game.
2. Don't map out of grid. Texturing, connecting platforms to others etc will be very painful if stuff is out of grid. You should avoid using free rotation as much as possible.
haha and u call this "Horrible"?!
To point 1: dont lie! Their is no brush other another brush!
To point 2: So u say I should make minecraft-like maps, whats ur solution if a want to go 42° or 65° and not only 90°, 180°? ur maps also have rotated brushes/objects...
omg its true about useme xD just critic...
haha and u call this "Horrible"?!
To point 1: dont lie! Their is no brush other another brush!
To point 2: So u say I should make minecraft-like maps, whats ur solution if a want to go 42° or 65° and not only 90°, 180°? ur maps also have rotated brushes/objects...
just to have quadrat left/right/forward is "horrible"
omg its true about useme xD just critic...
haha and u call this "Horrible"?!
To point 1: dont lie! Their is no brush other another brush!
To point 2: So u say I should make minecraft-like maps, whats ur solution if a want to go 42° or 65° and not only 90°, 180°? ur maps also have rotated brushes/objects...
just to have quadrat left/right/forward is "horrible"
haha and u call this "Horrible"?!
To point 1: dont lie! Their is no brush other another brush! (I checked it, you just need to cover all brushes, the hard-red brush-parts are overlap)
To point 2: So u say I should make minecraft-like maps, whats ur solution if a want to go 42° or 65° and not only 90°, 180°? ur maps also have rotated brushes/objects...
just to have quadrat left/right/forward is "horrible"
haha and u call this "Horrible"?!
To point 1: dont lie! Their is no brush other another brush! (I checked it, you just need to cover all brushes, the hard-red brush-parts are overlap)
To point 2: So u say I should make minecraft-like maps, whats ur solution if a want to go 42° or 65° and not only 90°, 180°? ur maps also have rotated brushes/objects...
just to have quadrat left/right/forward is "horrible"
ps my solution to go 42° or every is simple:
1. Draw in grid, conect the brushes in this way
2. Select free rotation
3. rotate it free
1.
2. Clipper tool.
to point 1: oh fuck xD
to point 2: and for what to use free rotation? I didnt use clipper, I thinked it is just to make details...
You can do with clipper tool everything you can with free rotation, but you can actually map it into grid. For example:
Those are some sloped and angled brushes made with clipper tool. If I used free rotation to rotate them into that form, but later want to attach more brushes into the slope and fit the same angle, it would be nearly (if not completely) impossible to attach them perfectly if the pieces are out of grid.
However, if you're absolutely sure the selection of brushes you made will be final and you're never going to attach anything to them, you can go for free rotation. If the rotated platform is jumpable, it might need some adjusting or fixing eventually, and it will be very annoying to adjust properly.
alright, ill look into some dark radiant tutorials. And make a map once i feel i'm decent at mapping
OK. I see...
Im absolutly with you that to connect the brushes, if the angles are not the same, is much harder then in the grid, sometimes I thinked it could be easier and how the other mapers are going to do that xD? But now its clear...
To the examples and tutorials, its much easier if you have a example and follow a tutorial, and make one in german too, german ppl love to make maps xDD
Please:
It should be possible to upload also the .map and to see that in the download section for mappers. It could help to make it more attractive, to make a mapper community
And allow the players to give stars (like like it or not) to a map and to choose how hard (easy-medium-hard) it is
Everyone is allowed to upload their own maps' sources, and I have nothing against it either. I agree it's even good for people to share the map sources, not only for examples, but for other people to point out some mistakes in the maps so in the future there are less. Just like the conversation above spawned some points maybe some people hadn't thought about. I apologise for coming out too harsh with my critic though.
Map rating is already planned and coming, but not high in priority.
Pcpie, im happy to send you both ethos and rudimentary map files :) if your around in the next few hours I can do a session on it with you?
sounds sexy
I'd like to confirm: do NOT use rainbow's sources as "examples".
I'll put up some example maps later today :)
ok sry I stop with mapping, seems like Im shit at it (will focus my energy on something else ;))...
I added a third map, maybe someone will use them...
Got some map files from piercy and he gave me an tutorial :)
You've mapped for 1 or 2 days, OF COURSE you're shit at it. But having other people learn from examples from someone who has only mapped for a few hours, is NOT a good idea. Me and hupo for example have mapped for around a decade.. There's a little difference there.. :)
Ive just streamed a bit of a tutorial. The video is below. I discussed some do's and dont's, general hot keys and general tips on making a map. I showed a bit about what textures to use and about using the grid sizing. I'd recommend you check it out. Youtube mirror to follow.
http://www.twitch.tv/piercy200sx/c/6797772
youtube mirror:
ty piercy!
didnt know that with the skyboxes much learned in this clip
Edit: I cant, my ISP is being a dick and only lets me stream for so long, its lagging hard now :( another time!
JOTR, if you tune in now I can show you some stuff on your map? Theres a few tips i can show you :)
Sound might be removed from your video due to copyright claim on the music? Unless you used some free music or something. Just a heads up.
I use free music :)
and how to decompile the maps?
and how to decompile the maps? :D for what is the "_Decompiled"-Folder?
For decompiled maps, obviously. A feature rikdev used to have long ago, for any sort of maps. But it's not in use any more.
Sure it's possible to decompile RIK maps as well as any others, but I offer no "support" for it atm. All map sources of uploaded maps are available to the author and me/dev team, and I'll share some actual map sources later on.
That's far better than looking at decompiled stuff, and map authors can at any time DL their map sources in the future if they want to change or look at stuff, instead of having to decompile their own maps.
If you're going to make tutorials, you should cut them into category and short videos. I doubt anyone wants to watch almost full movie length of a tutorial...
I streamed it direct to pcpie which is why it's like that. Sure a proper tutorial series would be good but I didn't really plan to do this. Just ran through it.
Ahh ok.